Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

BuyWuppo

2
Posts
1
Topics
A member registered Nov 25, 2020

Recent community posts

(1 edit)

I got the latest version, and I'm definitely not changing the cursor multiple times per frame. I made the cursor change extra slow for this gif so you can see the impact more clearly:


If I change the cursor in the step event instead of a draw event, the same thing happens but with the red bar. 


Here's another gif from a much more hectic room with lots of stuff going on. 

If you decide to take a look at it and there's anything I can do to help, please let me know!

Really sorry to hear about the 64-bit runtime breaking all your DLL's. Hopefully you can figure out some quick fixes along the way to save yourself time. 

I'm very happy with the plugin. It hurts to turn it off and watch the cursor snail around like it used to. But here are 2 things I think the plugin could use:

- animated cursors. If I animate the cursor via window_set_cursor_ext whenever subimage should change, it lowers my fps dramatically. Every cursor change costs a big frame dip. I change my cursor sprite quite frequently even without animating it. Is there any workaround? Can I cache all the cursor frames and switch between them? Or perhaps is anything like that on the roadmap?

- I'm not entirely sure if this feature is already in stable GMS2.3+ , but when I select "Use x64 Windows Runtime" in the General Game Options, the cursor doesn't appear anymore.